Generally though not really set in stone, we will run Oblivion on M, W, F, S around 6pm PST, or 12 hours after whenever your stam reset is.

Nation Dungeons are generally Tuesdays, Thursdays and Weekends though they haven't been lately :/. Weekdays tend to be Stam Reset + 5hr and Weekends, +2 which is why I cry cause it's too early

Requirements:

For Pirates, which is the Nation Dungeon we run most, you'll need 7 mercs (six + you) 95+ level with pretty decent gear. Because the way Pirates is, when you die more mobs spawn & that makes it harder for the rest of the people participating . (If you're not on pirate heart list, which is loot from Davy the boss of Pirates, then go to Shangrila Nation forum, you have to register first, and look at DJ heart requirements, I have pirate flags if you need.) [Pirate boxes sell for crap]

For Babel, which I honestly believe is easier, you'll need all 9 mercs around 95+. (Here you can loot war cry books yay & from Nimrod boxes hope to get old spartan shield thought they dropped in prices recently) (but here at least when you die new mobs don't spawn, well I don't think so if i'm wrong someone will post below hehe)

For Oblivion Guild Dungeon 95+ is probably fine and all guild dungeons are 9 man.

Snakes is lvl 30-60 and it's not bad if a lot of people go, so let me know if you want to go into snakes and I will open, it's nice for lower levels to run guild dungeon.

Mausoleum was fun, it is good for people who haven't done NDs yet, but want to practice, similar to an ND there is a tower we must protect, and towers and spawners we must take down as well as trash. It requires a fair amount of people and good teamwork. I want to run when a lot of people are on and are a bit higher. 90+ in groups, higher solo.

Marksburg is sort of tiring but if you want a dark archer you need to collect stuff from Marksburg. It's not too bad if lots of people will and can come in. I would say 85+ is okay in groups.

Dragon Cave - Last Exile owns Vancouever and hoard keys, we can buy one when we're richer or someone can befriend someone and whore off yourself for a key. Much appreciated.

I still don't quite understand it myself, but I keep hearing people say in Babel and Alcatraz there are ghost mobs...but they don't have mimics to tell you that or something. So that just makes me wonder how they know...

For Oblivion and ND's, I'd suggest having around +2 Dragon armor or better.+3 to be safe, but I think you will be ok if you party with good people.

Note: ND's are not mandatory. It is greatly encouraged so that they'll go faster...And keep in mind this is a European nation.I will be missing most, if not ALL, ND's myself when school starts up again

I still don't quite understand it myself, but I keep hearing people say in Babel and Alcatraz there are ghost mobs...but they don't have mimics to tell you that or something. So that just makes me wonder how they know...

For Oblivion and ND's, I'd suggest having around +2 Dragon armor or better.+3 to be safe, but I think you will be ok if you party with good people.

Note: ND's are not mandatory. It is greatly encouraged so that they'll go faster...And keep in mind this is a European nation.I will be missing most, if not ALL, ND's myself when school starts up again

To clarify, in nation dungeons, when you attack one mob, it spawns two others to jump into the fight. You can however, get into a fight, and get other real mobs into the fight ( for example in pirates when you get multiple mimcs). When this happens, ghost mobs spawn. Another way ghost mobs spawn is when you kill the first group too fast that the ghost mobs dont have time to jump into the fight. Also if you die to a group, the two ghost mobs that spawned become real mobs. The way you can tell if a mob is a ghost or not, is generally ghost mobs will be walking and they will never* run and charge at you. (Never being it has never happened to me.) Some nation dungeon organizers will tell you to not engage any mobs and just let them hit you, they say this to ensure that people dont waste time hitting ghosts.

To clarify, in nation dungeons, when you attack one mob, it spawns two others to jump into the fight. You can however, get into a fight, and get other real mobs into the fight ( for example in pirates when you get multiple mimcs). When this happens, ghost mobs spawn. Another way ghost mobs spawn is when you kill the first group too fast that the ghost mobs dont have time to jump into the fight. Also if you die to a group, the two ghost mobs that spawned become real mobs. The way you can tell if a mob is a ghost or not, is generally ghost mobs will be walking and they will never* run and charge at you. (Never being it has never happened to me.) Some nation dungeon organizers will tell you to not engage any mobs and just let them hit you, they say this to ensure that people dont waste time hitting ghosts.

Ah. I see. That clears things up a bit.Sometimes waiting to try to find out if the mob's real or not can take more time than just attacking it and finishing the fight up without dying.At least that's my take on that situation. Oh well, dungeon organizer's call it is.